#class hurga:

    def Custom(self):
        pass

    def CustomCalcStats(self):
        pass

    def Skill_Q(self,active):
        NMYMaxHealth=2000.0
        DAMAGE={}
        DAMAGE['physical']=0
        DAMAGE['magical']=0
        DAMAGE['true']=0
        if active:
            bonus=NMYMaxHealth * 0.08
            if bonus > (75*self.Skill_Q_Level):
                bonus=75*self.Skill_Q_Level
            DAMAGE['magical']=self.Attack_Damage + self.Ability_Power*0.6 + 20*self.Skill_Q_MaxStack + bonus
            print "Q:", DAMAGE

    def Skill_W(self,active):
        NMYMaxHealth=2000.0
        DAMAGE={}
        DAMAGE['physical']=0
        DAMAGE['magical']=0
        DAMAGE['true']=0
        if active:
            self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
            self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxSack
            self.Movement_Speed += 15.0 + 2.0*self.Skill_W_Level
        else:
            self.Armor += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
            self.Attack_Damage += (1.0 + 0.5*self.Skill_W_Level)*self.Skill_W_MaxStack
        #print DAMAGE

    def Skill_E(self,active):
        NMYMaxHealth=2000.0
        DAMAGE={}
        DAMAGE['physical']=0
        DAMAGE['magical']=0
        DAMAGE['true']=0
        if active:
            DAMAGE['magical'] += 25.0 + 25.0*self.Skill_E_Level + self.Ability_Power*0.4 + 25.0 + 50.0*self.Skill_E_Level + self.Ability_Power*0.4
            print "E:", DAMAGE
        
    def Skill_R(self,active):
        NMYMaxHealth=2000.0
        DAMAGE={}
        DAMAGE['physical']=0
        DAMAGE['magical']=0
        DAMAGE['true']=0
        if active:
            self.Movement_Speed += 10.0 + 10.0*self.Skill_R_Level

    def Skill_P(self):
        pass
